/*
 * Copyright (c) 2007 Aleksey Nikiforov
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'Aleksey Nikiforov' nor the names of other contributors 
 *   may be used to endorse or promote products derived from this software 
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package org.lex.input.effects.component;

public abstract class AccelConfig {
	
	public static final float SPEED_CUTOFF = 1e-5f;
	
	protected float m;
	protected float f;
	protected float b;
	
	protected float maxSpeed;
	
	public AccelConfig(float mass,
					   float force,
					   float damping,
					   float maxSpeed)
	{
		m = mass;
		f = force;
		b = damping;
		
		this.maxSpeed = maxSpeed;
	}
	
	public abstract void update(float deltaT);
	
	public float getMass() {
		return m;
	}
	
	public void setMass(float mass) {
		m = mass;
	}
	
	public float getForce() {
		return f;
	}
	
	public void setForce(float force) {
		f = force;
	}
	
	public float getDamping() {
		return b;
	}
	
	public void setDamping(float damping) {
		b = damping;
	}
	
	public float getMaxSpeed() {
		return maxSpeed;
	}
	
	public void setMaxSpeed(float maxSpeed) {
		this.maxSpeed = maxSpeed;
	}
	
}
